SteelGuts |
Hello guys! We just finished Iron Gods and I was considering Curse as our second AP for our weekly Roll 20. I play Pathfinder with 2 friends (yes only 2, the full group is only for real tabletop not Roll 20).
They went through Iron Gods with an Unchained Summoner and a Mutagenic Warrior. What I did is giving them 25 points for creation and they play twice in a turn just like this mythic skill I don’t remember the name of. Add a few golds and the difficulty was quite good, tough all the time but never too difficult.
With Curse they decided to try builds they have never done before (which is nice) but I fear it could be way more difficult than with their previous group. On the other hand Curse seems easier than Iron Gods. The want to go Brawler Snakebite/Strangler (so a grappler) and Arcanist or Wizard spécialised in polymorphe and shapeshifting. What do you think about that? I fear they lack a good weapon for all the undead but the NPCs with Vanilla Rogue/Something don’t seem very dangerous. Any thoughts?
We will be playing update version of course.
LadyGrayRose |
They'll certainly have difficulties from a shortage of healing and ability to remove negative conditions.
If you plan to run History of Ashes and Skeletons of Scarwall as is (and they don't violently murder her themselves in a Shingles Chase gone wrong) you can give Trinia some more levels and healing capabilities while Ishani stays in Korvosa.
Otherwise, you'll have to make sure they stay loaded up on potions/wands/scrolls for healing.
Neither of those builds look like they'll do very well with Serithtial, either, so you'll either have to change things so that the blade is unnecessary or have an NPC wield it for them (Sabina is a good dramatic choice for the angst of it, but Cressida is always a fan favorite...)
Finally, don't let him being a vanilla rogue fool you: Devargo Barvasi is an absolute beast if your PCs get into a fight with him. He nearly killed two of my players when I ran Eel's End; 3d6 sneak attack + TWF is nothing to sneeze at during low levels if he's in a position to act first or flank them.
SteelGuts |
They'll certainly have difficulties from a shortage of healing and ability to remove negative conditions.
** spoiler omitted **
Otherwise, you'll have to make sure they stay loaded up on potions/wands/scrolls for healing.
Neither of those builds look like they'll do very well with Serithtial, either, so you'll either have to change things so that the blade is unnecessary or have an NPC wield it for them (Sabina is a good dramatic choice for the angst of it, but Cressida is always a fan favorite...)
Finally, don't let him being a vanilla rogue fool you: Devargo Barvasi is an absolute beast if your PCs get into a fight with him. He nearly killed two of my players when I ran Eel's End; 3d6 sneak attack + TWF is nothing to sneeze at during low levels if he's in a position to act first or flank them.
I like the fact that Ishani could be more helpful and tag along with the group. As for Serithial yes I’ll consider a NPC or maybe change its nature.
For the healing part it’s not an issue they will have way enough treasure to rest between encounter. Moreover the Brawler went Dhampir so a lots of evil cleric NPCs are going to have a tough time against him because negative energy heal him and they suck at grapple.
I like the idea to have a few NpC that act as allies. Iron Gods was awesome but the fact that the group is always on the move make it difficult for NPC to help. But in Curse I really think that the NPCs can help grow the narrative and stay alive in fight.
Anyway thanks for the advices! Good to know what problème they could have before going TPK on them! I like difficulty but I ultimately want them to succeed!